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877355 Posts in 32860 Topics- by 24298 Members - Latest Member: Evildandis

May 19, 2013, 10:09:44 AM
TIGSource ForumsDeveloperFeedbackDevLogsNobu: Fat Revenge! (action platformer with coop)
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Author Topic: Nobu: Fat Revenge! (action platformer with coop)  (Read 6332 times)
KopanoGS
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« Reply #45 on: April 06, 2012, 11:25:17 PM »

Today's update :

- Worked on some more artwork.

Later
« Last Edit: May 31, 2012, 03:30:10 AM by KopanoGS » Logged

KopanoGS
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« Reply #46 on: June 01, 2012, 11:34:08 AM »

Hello world!

It's been quite awhile since my last post. I've been working alot in making this game as good as possible.
I've decided not to update this thread mainly because i've just been drawing....


To sum up :

- Lots of new features added in the editor;
- Still drawing the assets for the game;
- Tweaked the camara;
- Cleaned the code;
- Added some scripting lines to load everything without changing the code;
- Tested the game a bit;

And more stuff i can't remember because it's been 2 months i think.

Anyway, heres a test i made today (ground is a placeholder for the moment) :

Thanks to Paul from UTG with some suggestions like the additive layer


Till next update  Wink
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Windybeard
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« Reply #47 on: June 01, 2012, 12:13:31 PM »

Looking really good!
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KopanoGS
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« Reply #48 on: June 01, 2012, 04:54:12 PM »

Looking really good!

Thanks man!   Gentleman
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Franklins Ghost
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« Reply #49 on: June 01, 2012, 08:48:40 PM »

That test shot is looking nice, think it's looking more polished then earlier shots.
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KopanoGS
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« Reply #50 on: June 02, 2012, 08:28:43 AM »

That test shot is looking nice, think it's looking more polished then earlier shots.

Thanks Franklins Ghost.  Coffee
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KopanoGS
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« Reply #51 on: June 12, 2012, 01:20:21 AM »

Here's another in-game picture.
This time showing the new ground for this stage and updates on every asset.


Updates:
 - New ground asset.
 - Sand/dirt details on every asset so they don't look out of place and more integrated with the ground
(thanks Paul from UTG, once again)


Thanks and till next update
« Last Edit: May 15, 2013, 11:18:00 AM by KopanoGS » Logged

KopanoGS
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« Reply #52 on: June 22, 2012, 10:33:27 AM »

Today's updates :

- Finished the assets for the 3rd stage.
- Fixed the camera for the co-op mode.
- Improved the overall camera system.
- Added a new swap focus method.
- Added more features to the map editor.


 Coffee
« Last Edit: May 15, 2013, 11:18:17 AM by KopanoGS » Logged

KopanoGS
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« Reply #53 on: July 05, 2012, 11:58:13 AM »

Hello Hello,

Here to deliver another update.

This week i've been working on the camera system. Now the map stays "inside" the camera even if you zoom out/in, this way, you can't see the outside of it. And started working on a multiplier.

Sum up:
 - New Camera class;
 - Full control of the camera such as zoom, lock, width/height, focus change speed, etc.
 - Multiplier system;
 - Matrix-esq bullet trail.
 - Wave movement for the bullets (sin wave).


Till next update   My Word!
« Last Edit: May 15, 2013, 11:18:35 AM by KopanoGS » Logged

Farmergnome
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« Reply #54 on: July 06, 2012, 04:48:35 AM »

The game is really coming along bro, keep the updates up - love seeing progress.
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KopanoGS
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« Reply #55 on: July 25, 2012, 11:09:34 PM »

The game is really coming along bro, keep the updates up - love seeing progress.

Thanks man  Gentleman


After some crazy weeks of hard work, i'm almost done with the first playable demo.
It was never tested and i need to get some feedback asap.


Later Tired
« Last Edit: May 15, 2013, 11:19:03 AM by KopanoGS » Logged

KopanoGS
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« Reply #56 on: August 02, 2012, 12:12:21 AM »

Hey hey,

I'm proud to say that the first playable demo was a success. Even though it was private and the amount of people that got to play it was short, i received great feedback from it.
Not only was good for bug tracking but to see if the gameplay was fun or not as it is.

After this playtest, i was able to see what could be improved and that's what i'm going to do for this week.
Making more assets for the village stage and tweaking some other stuff before i go on with other stuff.


 Coffee
« Last Edit: May 15, 2013, 11:19:34 AM by KopanoGS » Logged

KopanoGS
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« Reply #57 on: September 05, 2012, 02:30:57 AM »

Hey guys,

Long long time since the last post  Embarrassed

My excuse....summer. I get easily distracted and my will to update everything right now is very low. Anyway,
I haven't been slacking :

- More assets were done;
- Improved AI;
- New transition system. If you played SMB or World of GOO, there's those cool transitions that makes going through the menus more fun and i've done something similar from scratch.
- Traps. I realized that the only way you can die right now is by being hit with enemy bullets, really lame imo. So, i started making traps, not only to have more ways to kill the main character but to give some life to every level.
- Failed at making a shader to reproduce wind.


Till next update, hopefully in the next week  Coffee
« Last Edit: May 15, 2013, 11:19:50 AM by KopanoGS » Logged

SolarLune
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« Reply #58 on: September 10, 2012, 05:15:22 PM »

That fire looks pretty good. I'd like to see it animated. Traps sound like a good idea to help vary the gameplay.
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KopanoGS
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« Reply #59 on: September 13, 2012, 10:28:19 AM »

That fire looks pretty good. I'd like to see it animated. Traps sound like a good idea to help vary the gameplay.

Thanks mate. The effects (fire and smoke) wasn't done by me but by Pow Studios. Sad

Log for today :

- Animated the 3 traps i've shown on saturday screenshot.
- Added collisions for the effects.
- Changed the bullet system so it could work with animated bullets (like the fire).
- Improved the animation system to work with 1 .txt file for every animation instead of 1 .txt file for each animation.
- Tweaked more stuff.

 Coffee
« Last Edit: September 14, 2012, 07:54:58 AM by KopanoGS » Logged

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